SONICWARE SmplTrek
Start Up Guide
Model: TRK-010-SG-01-EN Thank you very much for purchasing a SONICWARE SmplTrek. This startup guide explains the basic functions of this product. We will explain how to use it, some functions and other features, while actually creating a project. See the reference manual for details. Names of parts Making sound Project structure Learning operations while creating a song Adding DRUM tracks Adding INST tracks Sampling a guitar on a LOOP track Using a SHOT track to play sound effects Mixing Saving projects Used to synchronize with other compatible devices Select items shown at bottom of screen Adjusts input gain of built-in mic Adjusts headphone/ speaker level Adjust gain of INPUT L and R Move up, down, left and right to select items Play scenes and specify sequence steps Play tracks and play notes as a keyboard, for example Press the [Func] button with other buttons to switch to submenus Use for sample and sequence recording Open the [Sampling] Screen Open the [Project] Screen Open the [Pool] Screen Open the [Home] Screen Open the [System] MENU Play projects Stop playback Move playback position backward Move playback position forward Open the [Effects] Screen Open the [Mixer] Screen Open track editing screens Open the [Input Setting] Screen Adjust items A - D on screen Changes values on screen Change octaves when playing LED pads Insert a card Connect USB cable Jacks for outputting audio signals Connectors for connection to external MIDI devices Power ON/OFF Connect the included AC adapter to this jack Jacks for inputting audio signals Preset data, including drum kits, instrument sound sources and demo projects, are stored inside the SmplTrek. First of all, prepare a blank card and execute [Format & Duplicate] on it. Project name: Select with [Direction buttons] Track type: Turn LAUNCH mode on/off Home Screen Scene number This will play the entire project. Use [LED pads] to select a DRUM/INST/SHOT track, and press [OK] or [Play] to open the Editing Screen. Press LED pads when the Editing Screen is open to play the sounds of those tracks. Editing Screen Press the [Play] button for the desired scene to start playing it in a loop. Press it again to stop. Press the [Play] button for the desired track to start playing it in a loop. Press it again to stop. We will examine project structure by working with the demo project. One project corresponds to one song. Each project has 16 scenes. Each scene makes a section, such as intro, verse A, verse B, chorus or outro. A phrase on a specific track in a specific scene is called a clip. Even when the scene changes, the track type does not change. For example, if Track 1 is an INST track, it will always function as an INST track in every scene. Each project can have up to 10 tracks. Each track corresponds to a part in the song, such as guitar, bass or drums. The five types of tracks are LOOP, INST, SHOT, DRUM and MIDI. The three GLOBAL tracks can be used to record over multiple scenes. These can be used for vocals. Load samples from the sample pool to use them in LOOP, INST and SHOT tracks. The SmplTrek has settings and functions that work on entire scenes, settings and functions that work on entire tracks, and settings and functions that work only on specific clips. These are designed for sampling performances with drums, guitars and other instruments and looping them in the scene. Use these to play one-shot samples, such as sound effects or crash cymbals, once. Sequence patterns can also be made using one-shot samples. Use these to make drum patterns with bass drums, snares, hi-hats and other drum sounds. Use these to play phrases in scales on the keyboard with samples of single notes from pianos, guitars and other real instruments. These are piano-role type sequencer tracks for creating phrases to use with external MIDI equipment. These are independent audio tracks that can span multiple scenes. Use these for recording vocals and other performances that continue through out the song. We will create a project with 4 tracks, 1 scene and 4 bars for practice. First we will arrange preset patterns in a DRUM track. Then, we will input a bass line in an INST track. In addition, we will sample while applying effects to a guitar with a LOOP track, and play a sampled effect sound with a SHOT track. To create a new project, select an empty project. To use real-time recording, refer to the INST track procedures (→ P.11). Be sure to save projects regularly because unsaved project changes will be deleted when the power is turned off.Introduction
Contents
Names of parts
Top Panel
SYNC IN/OUT jacks
Selection buttons
Mic gain knob
VOL knob
Input gain knobs
Direction buttons
STEP buttons
LED pads
Func button
Rec button
sampling button
Project button
pool button
Home button
system button
Play button
Stop button
Rewind button
Fast forward button
fx button
Mixer button
Edit button
rec src button
Control knobs
VALUE knob
OK and CLR buttons
Octave buttons
Rear Panel
Card Slot
USB jack
OUTPUT jacks
MIDI connectors
POWER switch
DC 12V jack
INPUT jacks
Making sound
Starting the unit
Preparing preset data and formatting cards
POINT!
Playing the demo project
Playing projects
Performing with the LED pads
Playing scenes
Playing tracks
Project structure
Scene
Clip
Track
GLOBAL tracks
Sample pool
Track types
LOOP tracks
SHOT tracks
DRUM tracks
INST tracks
MIDI tracks
GLOBAL tracks
Learning operations while creating a song
Creating new projects
Adding DRUM tracks
Loading preset patterns
Extending a pattern to 4 bars and adding
POINT!
Adding INST tracks
Preparing an INST track
Real-time recording
POINT!
Sampling a guitar on a LOOP track
Preparing a LOOP track
Preparing for sampling
Using insert effects
Sampling
POINT!
Using a SHOT track to play sound effects
Preparing for sampling
Quick sampling
Preparing a SHOT track
Playing the effect sound
Mixing
Adjusting levels, panning and effect send amounts
Track selection Track level Panning Effect send level [A] ✔️ [B] ✔️ [C] ✔️ Adjusting the EQ
Saving projects